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Technology at Far Brook

Empowering Students Through Thoughtful Integration

by Matthew Mcgowan (Educational Technology Specialist Teacher), Alison Ullrich (Director of Lower School), Adam Bisceglia (Director of upper school)

At Far Brook, technology is more than just tools—it’s a thoughtfully integrated part of our curriculum that fosters creativity, critical thinking, and responsible use. We intentionally keep early childhood classrooms tech-free, fostering hands-on exploration and imaginative play, and introduce technology deliberately and gradually. Beginning in the Lower School and progressing through Upper School, our approach emphasizes experiential learning, digital citizenship, and preparing students for a world shaped by technology.

Digital Citizenship: Building Responsible Online Habits

Far Brook uses the Common Sense Digital Citizenship Curriculum to help students make smart choices online, think critically, and develop healthy digital habits. Designed in partnership with Project Zero at the Harvard Graduate School of Education, the curriculum addresses real-world challenges and digital dilemmas. Topics include:

  • Media Balance & Well-Being
  • Privacy & Security
  • Digital Footprint & Identity
  • Relationships & Communication
  • Cyberbullying, Digital Drama & Hate Speech
  • News & Media Literacy

Through these lessons, students gain the age-appropriate skills they need to thrive as digital learners, leaders, and responsible citizens.

Two young children are smiling and standing together in an outdoor setting with trees and foliage in the background.

Lower School: Building Foundational Skills

  • Digital Citizenship: Starting in Second Grade, every class participates in lessons on being responsible online citizens. These lessons, adapted for each age group, teach rights, responsibilities, and digital balance.
  • Hour of Code: From Nursery 3 through First Grade, students are introduced to coding concepts with engaging, hands-on activities that spark curiosity.
  • Second Grade, STEAM and Computational Thinking: Students dive into STEAM,  learning about various computational thinking concepts (such as pattern recognition, decomposition, and sequences)  through engaging activities from the children’s book, Hello Ruby. Following this series of paper-based activities, students begin physical, block-based coding with Osmo’s “Coding Awbie,” and progress to robotics using Dash robots. With weekly STEAM classes throughout the year, these hands-on experiences foster creativity, problem-solving, and an understanding of technology as a tool for thinking.
  • Third Grade, Creative Coding and Keyboarding Foundations: Students use Osmo’s “Coding Jam” to create music with code blocks, explore programming with Scratch Jr. on Chromebooks, and code Ozobots with markers and paper. Keyboarding is introduced as a core skill, practiced twice a week in 25-minute sessions. This combination of creativity and foundational skills prepares students for more advanced technology integration in future grades.
A classroom setting with students seated at desks, engaged in a lesson displayed on a large screen at the front of the room, surrounded by various educational materials and resources.
Colorful cartoon-style stickers of various characters and objects are scattered on a wooden table, with a tablet device visible in the background.
A group of children wearing colorful outfits are seated at a table, using laptops and other electronic devices in what appears to be a classroom or educational setting. The room has a warm, inviting atmosphere with various decorations and artwork on the walls.

Upper School: Deepening Understanding and Responsibility

  • Fourth Grade, Expanding Skills and Independence: Students build on their foundational skills with more advanced (app-/block-based) coding projects using Ozobots. Laptops are introduced as regular classroom tools, eventually transitioning to at-home use, teaching responsibility and independence. Students explore cloud computing through Google Classroom and Google Drive, learning about information architecture. The year also features a game design unit using Bloxels, where students practice design thinking and creativity. 
  • Fifth Grade, Discovering Physical Computing: Students take a significant step into physical computing with the BBC micro:bit. They work on team projects before moving to individual designs, combining creativity and problem-solving. Technology becomes more integrated into daily learning, with Chromebooks and Google Classroom used across all subjects to enhance collaboration and organization.
  • Sixth Grade, Exploring Modular Electronics and Computational Thinking: Students explore modular electronics with littleBits, creating projects like the "Triple Threat Bot," which incorporates multiple sounds, movements, and light displays. Computational thinking is emphasized throughout the year, beginning with a giant paper plane challenge and progressing to computer science concepts using BBC micro:bits. Students also explore Minecraft Education, incorporating coding and virtual reality into their learning. The immersive experience combines creativity, logic, and collaboration, laying a solid foundation for even more complex computational thinking ideas.
  • Seventh Grade, Empathy-Driven Game Design: Students engage in an extensive game design unit, using Bloxels, that emphasizes empathy and feedback. They create games through two iteration cycles, incorporating input from classmates to improve their designs. The unit introduces allegory, encouraging deeper storytelling, creativity, and the ability to consider diverse perspectives.
  • Eighth Grade, Yearbook Page Creation: Students apply graphic design skills to help produce the school yearbook, a culminating project that combines creativity and technical expertise.

A Balanced Approach to Technology

In all grades, phones and smartwatches are not allowed during the school day to minimize distractions and encourage real-life connections. Chromebooks are used intentionally and monitored to foster thoughtful engagement. This approach ensures students develop healthy habits, social-emotional wellbeing, and the skills needed to manage technology responsibly outside of school. 

At Far Brook, we are preparing students not just to use technology but to think critically about its role in their lives—helping them grow into mindful, creative, and connected individuals ready for the future.

The image shows a cozy and vibrant living space with several individuals engaged in various activities, such as using laptops and relaxing on comfortable furniture. The background features shelves, artwork, and a large plant, creating a warm and inviting atmosphere.